Hi, here's what we had for them. If you can do the re-write, then when we all agree it can be posted in Round Table Rules. Meanwhile, I'll remove it from the revised setting guide!
Half-ogres
Half-ogres are stupid, extremely strong, clumsy hulking men that can be found as guards, thugs, and warriors. These behemoths are the product of a bizarre union between ogre and human. The few children that live to be born and the fewer that live to childhood are rare even in borderlands. They often seem only like very large ugly children until they reach puberty when the ogre side takes over, causing them to grow quickly and fill out into the ugly hulking forms half-ogres are known for.
Personality: Above all else, half-ogres are dense. They cannot grasp complex instructions or situations. A half-ogre will generally try to simplify a problem by deciding what needs to be destroyed. While not all half-ogres are violent, all half-ogres use it as a method for solving problems.
Half-ogres enjoy simple pleasures including massive amounts of food and singing, the latter of which they are notoriously horrible at. The sound of a half-ogre singing can make a grown man cringe and ruin an elf's appetite.
Physical Description: They average 7' to 8' tall and weight between 400 and 500 pounds. They are often hairy and always smell due to a lack of hygiene and dislike of water.
Relations: Since ogres are hated by elves and particularly dwarves, half-ogres can have a hard time around those races. Yet more than half-orcs, half-ogres have been accepted into human societies because of their diminished mental facilities. Half-ogres just aren't smart enough to do anything devious.
Alignment: Half-ogres raised in human communities are generally good aligned and those raised in the wild are almost always evil aligned.
Half-ogre Lands: Half-ogres are most common in the borderlands where humans and ogres have the most contact. But their brute strength is helpful anywhere.
Religion: Half-ogres have no set god they worship. If they do venerate a god, it is generally a god that would appeal to simple-minded people.
Languages: Half-ogres speak Tradespeak unless they were raised by ogres, in which case they speak giant.
Names: Names for half-ogres are as simple as they themselves. Og, Grung, Sum, Dun, Gaar, Nunnun, Ugtug, and Togar are examples of common names.
Adventurers: Half-ogres frequently attach themselves to a character that is smarter than they are and will help them make hard decisions, like how many coins to give to the merchant with the shinny axe. In all parties they bring muscle and plenty of it.
Racial Abilities:
·Racial Hit Dice: A half-ogre begins with one level of monstrous humanoid, which provide 1d8 Hit Dice and base saving throw bonuses of Ref +1; 2 x (2 + Int modifier) with class skills of Jump, Climb, Run; and one Feat
·Level adjustment +0 (NOTE that the half-ogre has “one level of monstrous humanoid” as well, which impacts experience points requirements for class levels.
Hanaras
Hanaras are a race of monkeylike humanoids living in the Aghphalla Jungle of Suryanasta.
Personality: Hanaras are a curious, blunt race that often are seen by others as childlike in nature. Their naiveté often gets them in trouble with others as the concept of “personal space” does not really exist with them. A Hanara is most often seen picking up and examining small items, opening doors to see what is behind them, or causing a huge scene as they tell the king what his crown really looks like. However, their childlike demeanor hides hearts of gold. Hanaras are loyal and brave and genuinely kind. They love children and when with a group of adventurers, always put others before themselves, a trait which is often used against them.
Physical Description: Hanaras are short, standing 4 1/2 to 5 1/2 feet tall and typically weigh 90 to 140 lbs. Their bodies are covered with light fur, ranging from white through light blue to brown and black. Their faces are distinctly monkeylike, with protruding muzzles, furred cheeks, and wide, lipless mouths. They have long; semi prehensile tails, long fingers and toes, and large ears, but their arms, legs, and torsos are proportioned like those of humans.
Relations: Hanaras are fond of humans, admiring them and respecting their power while laughing quietly at their conservative stodginess. Their affinity with the Nagans is legendary and the two races work quite well together. Usually, if a race is good-aligned, they get along very well with them, but they loathe evil and their opinion of an entire race can be judged by one individual member. .
Alignment: Hanaras are strongly good with most being neutral good. Hanaras view the caste system as the possibility that different gifts are given to different people. However, they do not place any different worth on these gifts.
Hanaran Lands: Hanaras were founded in the Aghphalla Jungle by Aohalim. They share a peaceful coexistence with the Nagans, with the Nagans hunting on the ground while the Hanaras stay to the trees. The Hanaras (unlike the Nagans) have no craving to explore and usually stay in the jungles. They are at home in woodlands and usually are hunters and gatherers.
Religion: Like the Nagans, the Hanaras were created by Aohalim. However, while the Nagans were created as defenders, the Hanaras were created to serve as an example of how mankind could live in harmony with nature. Hanaras worship the great nature spirits with "Father Sun" (Aohalim) and "Mother Nature" (Murryghn) as the two premier spirits with many others rounding them out.
Language: Hanaras speak Tradespeak and Hanaran, which is written in the Tradespeak script. Humans complain that Hanaran sounds like nothing more then screeches and chattering but it is actually a highly complex and subtle language.
Names: A Hanara receives a name within a week after birth as soon as the parents observe some sign or portent that suggests an appropriate name. The Hanara keeps the name throughout life and considers it shameful to use any other name, such as a nickname or honorific.
Male Names: Amanu, Khanu, Mindra, Rava, Thetsu, Vaki, and Vindu.
Female Names: Aki, Kiri, Chuna, Lakshi, Sitha, Tani, and Vina.
Adventurers: A Hanara adventurer is rare as the trait of wanderlust is severely lacking in this species. However, if foreigner happens to intrigue a Hanara by his manners, behavior, or other personal trait, the Hanara might focus his attention on the individual, following him without realizing that he has left his home. Most usually go back to the jungle, but a small minority, touched by the curiosity of a different world, wanders to see the sights of the land.
Racial Abilities:
·+2 Int, +2 Wis, -2 Str. Hanarans are clever and inquisitive and have keen senses. Their small builds detract from their physical strength, however.
·Medium-Size.
·Base Speed is 30.
·Hanaras have a base climb speed of 20 feet. They gain a +8 racial modifier on all Climb Checks and use either the Strength or Dexterity modifier, whichever is higher. They can always choose to take 10, even if rushed or threatened when climbing. If a Hanara chooses an accelerated climb, he moves at a Speed of 30 and makes a single Climb check with a -5 penalty.
·Low-Light Vision
·+4 Racial Bonus to Balance and Jump Checks. Hanaras are agile and athletic, climbing, leaping, and swinging in trees.
·+2 to Survival, and Knowledge: Nature is always a Class Skill: Wise in the ways of the outdoors, the Hanaras know much of the forests and its life.
·Automatic Languages: Tradespeak and Hanara
·Favored Class: Druid